Ejemplo n.º 1
0
void objfly_move_to_new_segment( object * obj, short newseg, int first_time )
{
	segment *pseg;
	int old_object_seg = obj->segnum;

	if ( newseg != obj->segnum )
		obj_relink(obj-Objects, newseg );

	pseg = &Segments[obj->segnum];

	if ( first_time || obj->segnum != old_object_seg) {		//moved into new seg
		vms_vector curcenter,nextcenter;
		fix step_size,seg_time;
		short entry_side,exit_side;	//what sides we entry and leave through
		vms_vector dest_point;		//where we are heading (center of exit_side)
		vms_angvec dest_angles;		//where we want to be pointing

		//find new exit side

		if ( !first_time ) {

			entry_side = matt_find_connect_side(obj->segnum,old_object_seg);
			exit_side = Side_opposite[entry_side];
		}

		//if (first_time) obj->fly_info.ft_mode = FP_FORWARD;

		if (first_time || entry_side==-1 || (pseg->children[exit_side]==-1) || (obj->fly_info.ft_mode!=FP_FORWARD) ) {
			int i;
			vms_vector prefvec,segcenter,sidevec;
			fix best_val=-f2_0;
			int best_side;

			//find exit side

			if (obj->fly_info.ft_mode == FP_FORWARD) {
				if (first_time) 
					prefvec = obj->orient.fvec;
				else
					prefvec = obj->fly_info.heading;
				vm_vec_normalize(&prefvec);
			}
			else
				prefvec = obj->orient.vecs[obj->fly_info.ft_mode%3];

			if (obj->fly_info.ft_mode >= 3) {prefvec.x = -prefvec.x; prefvec.y = -prefvec.y; prefvec.z = -prefvec.z;}

			compute_segment_center(&segcenter,pseg);

			best_side=-1;
			for (i=MAX_SIDES_PER_SEGMENT;--i >= 0;) {
				fix d;

				if (pseg->children[i]!=-1) {

					compute_center_point_on_side(&sidevec,pseg,i);
					vm_vec_sub2(&sidevec,&segcenter);
					vm_vec_normalize(&sidevec);
					d = vm_vec_dotprod(&sidevec,&prefvec);

					if (labs(d) < MIN_D) d=0;

					if (d > best_val || (d==best_val && i==exit_side)) {best_val=d; best_side=i;}

				}
			}

			if (best_val > 0) obj->fly_info.ft_mode = FP_FORWARD;

			Assert(best_side!=-1);

			exit_side = best_side;
		}

		//update target point & angles

		compute_center_point_on_side(&dest_point,pseg,exit_side);

		//update target point and movement points

		vm_vec_sub(&obj->phys_info.velocity,&dest_point,&obj->pos);
		step_size = vm_vec_normalize(&obj->phys_info.velocity);
		vm_vec_scale(&obj->phys_info.velocity, obj->phys_info.speed);

		compute_segment_center(&curcenter,pseg);
		compute_segment_center(&nextcenter,&Segments[pseg->children[exit_side]]);
		vm_vec_sub(&obj->fly_info.heading,&nextcenter,&curcenter);

		angles_from_vector(&dest_angles,&obj->fly_info.heading);	//extract angles

		if (first_time) 
			angles_from_vector(&obj->phys_info.rotvel,&obj->orient.fvec);

		seg_time = fixdiv(step_size,obj->phys_info.speed);	//how long through seg

		if (seg_time) {
			obj->fly_info.angle_step.p = fixdiv(delta_ang(obj->phys_info.rotvel.p,dest_angles.p),seg_time);
			obj->fly_info.angle_step.b = fixdiv(delta_ang(obj->phys_info.rotvel.b,dest_angles.b),seg_time);
			obj->fly_info.angle_step.h = fixdiv(delta_ang(obj->phys_info.rotvel.h,dest_angles.h),seg_time);
		}
		else {
			obj->phys_info.rotvel = dest_angles;
			obj->fly_info.angle_step.p = obj->fly_info.angle_step.b = obj->fly_info.angle_step.h = 0;
		}
	}
}
Ejemplo n.º 2
0
do_endlevel_flythrough(int n)
{
	object *obj;
	segment *pseg;
	int old_player_seg;

	flydata = &fly_objects[n];
	obj = flydata->obj;
	
	old_player_seg = obj->segnum;

	//move the player for this frame

	if (!flydata->first_time) {

		vm_vec_scale_add2(&obj->pos,&flydata->step,FrameTime);
		angvec_add2_scale(&flydata->angles,&flydata->angstep,FrameTime);

		vm_angles_2_matrix(&obj->orient,&flydata->angles);
	}

	//check new player seg

	update_object_seg(obj);
	pseg = &Segments[obj->segnum];

	if (flydata->first_time || obj->segnum != old_player_seg) {		//moved into new seg
		vms_vector curcenter,nextcenter;
		fix step_size,seg_time;
		short entry_side,exit_side;	//what sides we entry and leave through
		vms_vector dest_point;		//where we are heading (center of exit_side)
		vms_angvec dest_angles;		//where we want to be pointing
		vms_matrix dest_orient;
		int up_side;

		//find new exit side

		if (!flydata->first_time) {

			entry_side = matt_find_connect_side(obj->segnum,old_player_seg);
			exit_side = Side_opposite[entry_side];
		}

		if (flydata->first_time || entry_side==-1 || pseg->children[exit_side]==-1)
			exit_side = find_exit_side(obj);

		{										//find closest side to align to
			fix d,largest_d=-f1_0;
			int i;

			for (i=0;i<6;i++) {
				#ifdef COMPACT_SEGS
				vms_vector v1;
				get_side_normal(pseg, i, 0, &v1 );
				d = vm_vec_dot(&v1,&flydata->obj->orient.uvec);
				#else
				d = vm_vec_dot(&pseg->sides[i].normals[0],&flydata->obj->orient.uvec);
				#endif
				if (d > largest_d) {largest_d = d; up_side=i;}
			}

		}

		//update target point & angles

		compute_center_point_on_side(&dest_point,pseg,exit_side);

		//update target point and movement points

		//offset object sideways
		if (flydata->offset_frac) {
			int s0=-1,s1,i;
			vms_vector s0p,s1p;
			fix dist;

			for (i=0;i<6;i++)
				if (i!=entry_side && i!=exit_side && i!=up_side && i!=Side_opposite[up_side])
					if (s0==-1)
						s0 = i;
					else
						s1 = i;

			compute_center_point_on_side(&s0p,pseg,s0);
			compute_center_point_on_side(&s1p,pseg,s1);
			dist = fixmul(vm_vec_dist(&s0p,&s1p),flydata->offset_frac);

			if (dist-flydata->offset_dist > MAX_SLIDE_PER_SEGMENT)
				dist = flydata->offset_dist + MAX_SLIDE_PER_SEGMENT;

			flydata->offset_dist = dist;

			vm_vec_scale_add2(&dest_point,&obj->orient.rvec,dist);

		}

		vm_vec_sub(&flydata->step,&dest_point,&obj->pos);
		step_size = vm_vec_normalize_quick(&flydata->step);
		vm_vec_scale(&flydata->step,flydata->speed);

		compute_segment_center(&curcenter,pseg);
		compute_segment_center(&nextcenter,&Segments[pseg->children[exit_side]]);
		vm_vec_sub(&flydata->headvec,&nextcenter,&curcenter);

		#ifdef COMPACT_SEGS	
		{
			vms_vector _v1;
			get_side_normal(pseg, up_side, 0, &_v1 );
			vm_vector_2_matrix(&dest_orient,&flydata->headvec,&_v1,NULL);
		}
		#else
		vm_vector_2_matrix(&dest_orient,&flydata->headvec,&pseg->sides[up_side].normals[0],NULL);
		#endif
		vm_extract_angles_matrix(&dest_angles,&dest_orient);

		if (flydata->first_time)
			vm_extract_angles_matrix(&flydata->angles,&obj->orient);

		seg_time = fixdiv(step_size,flydata->speed);	//how long through seg

		if (seg_time) {
			flydata->angstep.x = max(-MAX_ANGSTEP,min(MAX_ANGSTEP,fixdiv(delta_ang(flydata->angles.p,dest_angles.p),seg_time)));
			flydata->angstep.z = max(-MAX_ANGSTEP,min(MAX_ANGSTEP,fixdiv(delta_ang(flydata->angles.b,dest_angles.b),seg_time)));
			flydata->angstep.y = max(-MAX_ANGSTEP,min(MAX_ANGSTEP,fixdiv(delta_ang(flydata->angles.h,dest_angles.h),seg_time)));

		}
		else {
			flydata->angles = dest_angles;
			flydata->angstep.x = flydata->angstep.y = flydata->angstep.z = 0;
		}
	}

	flydata->first_time=0;
}
Ejemplo n.º 3
0
do_flythrough(object *obj,int first_time)		//set true if init
{
	segment *pseg;
	int old_player_seg = obj->segnum;

	if (first_time) {
		//vms_vector zero_vector = {0,0,0};

		obj->control_type = CT_FLYTHROUGH;

		//obj->fly_info.angle_step.p = 0;
		//obj->fly_info.angle_step.b = 0;
		//obj->fly_info.angle_step.h = 0;
		//obj->fly_info.heading = zero_vector;

	}
	
	//move the player for this frame

	if (!first_time) {
		//vms_vector tempv;
		//fix rot_step;

		vm_vec_scale_add2(&obj->pos,&player_step,FrameTime);
		angvec_add2_scale(&player_angles,&player_angstep,FrameTime);

		vm_angles_2_matrix(&obj->orient,&player_angles);
	}

	//check new player seg

	update_object_seg(obj);
	pseg = &Segments[obj->segnum];

	if (first_time || obj->segnum != old_player_seg) {		//moved into new seg
		vms_vector curcenter,nextcenter;
		fix step_size,seg_time;
		short entry_side,exit_side;	//what sides we entry and leave through
		vms_vector dest_point;		//where we are heading (center of exit_side)
		vms_angvec dest_angles;		//where we want to be pointing

		//find new exit side

		if (!first_time) {

			entry_side = matt_find_connect_side(obj->segnum,old_player_seg);
			exit_side = Side_opposite[entry_side];
		}

		if (first_time) ft_preference = FP_FORWARD;

		if (first_time || entry_side==-1 || pseg->children[exit_side]==-1 || ft_preference!=FP_FORWARD) {
			int i;
			vms_vector prefvec,segcenter,sidevec;
			fix best_val=-f2_0;
			int best_side;

			//find exit side

			if (ft_preference == FP_FORWARD) {
				if (first_time) prefvec = obj->orient.fvec;
				else prefvec = headvec;
				vm_vec_normalize(&prefvec);
			}
			else
				prefvec = obj->orient.vecs[ft_preference%3];

			if (ft_preference >= 3) {prefvec.x = -prefvec.x; prefvec.y = -prefvec.y; prefvec.z = -prefvec.z;}

			compute_segment_center(&segcenter,pseg);

			best_side=-1;
			for (i=MAX_SIDES_PER_SEGMENT;--i >= 0;) {
				fix d;

				if (pseg->children[i]!=-1) {

					compute_center_point_on_side(&sidevec,pseg,i);
					//vm_vec_sub2(&sidevec,&segcenter);
					//vm_vec_normalize(&sidevec);
					vm_vec_normalized_dir(&sidevec,&sidevec,&segcenter);
					d = vm_vec_dotprod(&sidevec,&prefvec);

					if (labs(d) < MIN_D) d=0;

					if (d > best_val || (d==best_val && i==exit_side)) {best_val=d; best_side=i;}

				}
			}

			if (best_val > 0) ft_preference = FP_FORWARD;

			Assert(best_side!=-1);

			exit_side = best_side;
		}

		//update target point & angles

		compute_center_point_on_side(&dest_point,pseg,exit_side);

		//update target point and movement points

		vm_vec_sub(&player_step,&dest_point,&obj->pos);
		step_size = vm_vec_normalize(&player_step);
		vm_vec_scale(&player_step,player_speed);

		compute_segment_center(&curcenter,pseg);
		compute_segment_center(&nextcenter,&Segments[pseg->children[exit_side]]);
		vm_vec_sub(&headvec,&nextcenter,&curcenter);

		//angles_from_vector(&dest_angles,&headvec);	//extract angles
		vm_extract_angles_vector(&dest_angles,&headvec);	//extract angles

		if (first_time)
			//angles_from_vector(&player_angles,&obj->orient.fvec);
			vm_extract_angles_vector(&player_angles,&obj->orient.fvec);

		seg_time = fixdiv(step_size,player_speed);	//how long through seg

		if (seg_time) {
			player_angstep.p = fixdiv(delta_ang(player_angles.p,dest_angles.p),seg_time);
			player_angstep.b = fixdiv(delta_ang(player_angles.b,dest_angles.b),seg_time);
			player_angstep.h = fixdiv(delta_ang(player_angles.h,dest_angles.h),seg_time);
		}
		else {
			player_angles = dest_angles;
			player_angstep.p = player_angstep.b = player_angstep.h = 0;
		}
	}
}